#include "BMage.h"

// Toutes les animations du Black Mage plus l'utilisation de XML pour Initialisation.
BMage::BMage(void)
	: Character("Black Mage", "ally", "blackmage")
{
	characterAnim[IDLE] = new SDLAnimation("Assets/Artworks/AnimationSheet.png", 0, 1, true, 176, 96, 27, 32, 1, 1);
	characterAnim[WALKF] = new SDLAnimation("Assets/Artworks/AnimationSheet.png", 1, 1, true, 1, 96, 29, 32, 1, 1);
	characterAnim[WALKB] = new SDLAnimation("Assets/Artworks/AnimationSheet.png", 1, 1, true, 61, 96, 28, 32, 1, 1);
	characterAnim[WALKR] = new SDLAnimation("Assets/Artworks/AnimationSheet.png", 1, 1, true, 117, 96, 27, 32, 1, 1);
	characterAnim[WALKL] = new SDLAnimation("Assets/Artworks/AnimationSheet.png", 1, 1, true, 176, 96, 27, 32, 1, 1);
	characterAnim[HEADF] = new SDLAnimation("Assets/Artworks/AnimationSheet.png", 2, 1, true, 232, 96, 30, 32, 1, 1);
	characterAnim[DEAD] = new SDLAnimation("Assets/Artworks/AnimationSheet.png", 0, 1, true, 322, 96, 32, 32, 1, 1);
	characterAnim[MUSIC] = new SDLAnimation("Assets/Artworks/AnimationSheet.png", 1, 1, true, 356, 96, 30, 32, 1, 1);
	characterAnim[SQUAT] = new SDLAnimation("Assets/Artworks/AnimationSheet.png", 1, 1, true, 472, 96, 31, 32, 1, 1);
	characterAnim[BYE] = new SDLAnimation("Assets/Artworks/AnimationSheet.png", 1, 1, true, 536, 96, 29, 32, 1, 1);
	characterAnim[ATTACK] = new SDLAnimation("Assets/Artworks/AnimationSheet.png", 1, 2, true, 654, 96, 27, 32, 1, 1);
	characterAnim[CAST] = new SDLAnimation("Assets/Artworks/AnimationSheet.png", 1, 1, true, 654, 96, 27, 32, 1, 1);
}

BMage::BMage(int x, int y)
	: Character("Black Mage", "ally", "blackmage")
{
	characterAnim[IDLE] = new SDLAnimation("Assets/Artworks/AnimationSheet.png", 0, 1, true, 176, 96, 27, 32, 1, 1);
	characterAnim[WALKF] = new SDLAnimation("Assets/Artworks/AnimationSheet.png", 1, 1, true, 1, 96, 29, 32, 1, 1);
	characterAnim[WALKB] = new SDLAnimation("Assets/Artworks/AnimationSheet.png", 1, 1, true, 61, 96, 28, 32, 1, 1);
	characterAnim[WALKR] = new SDLAnimation("Assets/Artworks/AnimationSheet.png", 1, 1, true, 117, 96, 27, 32, 1, 1);
	characterAnim[WALKL] = new SDLAnimation("Assets/Artworks/AnimationSheet.png", 1, 1, true, 176, 96, 27, 32, 1, 1);
	characterAnim[HEADF] = new SDLAnimation("Assets/Artworks/AnimationSheet.png", 2, 1, true, 232, 96, 30, 32, 1, 1);
	characterAnim[DEAD] = new SDLAnimation("Assets/Artworks/AnimationSheet.png", 0, 1, true, 322, 96, 32, 32, 1, 1);
	characterAnim[MUSIC] = new SDLAnimation("Assets/Artworks/AnimationSheet.png", 1, 1, true, 356, 96, 30, 32, 1, 1);
	characterAnim[SQUAT] = new SDLAnimation("Assets/Artworks/AnimationSheet.png", 1, 1, true, 472, 96, 31, 32, 1, 1);
	characterAnim[BYE] = new SDLAnimation("Assets/Artworks/AnimationSheet.png", 1, 1, true, 536, 96, 29, 32, 1, 1);
	characterAnim[ATTACK] = new SDLAnimation("Assets/Artworks/AnimationSheet.png", 1, 2, true, 654, 96, 27, 32, 1, 1);
	characterAnim[CAST] = new SDLAnimation("Assets/Artworks/AnimationSheet.png", 1, 1, true, 654, 96, 27, 32, 1, 1);

	SetSrcRect(0,0, 32,32);
	SetPosition(x, y);
}


BMage::~BMage(void)
{

}